Weapon Skills
Each Weapon has a skill set to it. By default you can use a weapon skill twice per long rest. Upgrades exist to increase the amount of uses or change the reset condition to short instead of long rest. Characters can use the Character Builder to learn new skills. When applicable to the weapon you have equipped, you can use this Weapon Skill you learned as well as the default skill. You must be proficient with the weapon type you're wielding to use the weapon skill. Wands have no weapon skill and cannot be used with learned weapon skills.
If a Weapon Skill refers to your Skill Die, this die is 1d8 by default.
Saving Throws. Some of your Weapon Skills require your target to make a saving throw to resist the Skills' effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Some character abilities allow you to change your modifier for (certain) weapon skills.
Melee Weapon Skills
Default Melee Skills
Underdog
Poison
Disarm
Whack
Slash
Pin
Cripple
Trip
Lights Out
Parry
Lacerate
Martial Melee Skills
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Skill die and add the die to the roll, provided you aren't incapacitated. Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one Skill die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Roll the Skill die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one Skill die and make one attack against the creature, using that weapon. If the attack hits, add the Skill die to the weapon's damage roll. Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one Skill die. That creature can immediately use its reaction to make one weapon attack, adding the Skill die to the attack's damage roll. Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one Skill die and add the Skill die to the ability check. Disarming Attack
When you hit a creature with a weapon attack, you can expend one Skill die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Skill die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike
When you hit a creature with a weapon attack, you can expend one Skill die to distract the creature, giving your allies an opening. You add the Skill die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Evasive Footwork
When you move, you can expend one Skill die, rolling the die and adding the number rolled to your AC until you stop moving. Feinting Attack
You can expend one Skill die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the Skill die to the attack's damage roll. Goading Attack
When you hit a creature with a weapon attack, you can expend one Skill die to attempt to goad the target into attacking you. You add the Skill die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one Skill die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the Skill die to your Strength (Athletics) check. Lunging Attack
When you make a melee weapon attack on your turn, you can expend one Skill die to increase your reach for that attack by 5 feet. If you hit, you add the Skill die to the attack's damage roll. Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one Skill die to maneuver one of your comrades into a more advantageous position. You add the Skill die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Menacing Attack
When you hit a creature with a weapon attack, you can expend one Skill die to attempt to frighten the target. You add the Skill die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Parry
When another creature damages you with a melee attack, you can use your reaction and expend one Skill die to reduce the damage by the number you roll on your Skill die + your Dexterity modifier. Precision Attack
When you make a weapon attack roll against a creature, you can expend one Skill die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Pushing Attack
When you hit a creature with a weapon attack, you can expend one Skill die to attempt to drive the target back. You add the Skill die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Quick Toss
As a bonus action, you can expend one Skill die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Skill die to the weapon's damage roll. Rally
On your turn, you can use a bonus action and expend one Skill die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the Skill die roll + your Charisma modifier. Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one Skill die to make a melee weapon attack against the creature. If you hit, you add the Skill die to the attack's damage roll. Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one Skill die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Skill die. The damage is of the same type dealt by the original attack. Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Skill die and add the Skill die to the ability check. Trip Attack
When you hit a creature with a weapon attack, you can expend one Skill die to attempt to knock the target down. You add the Skill die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.